1 #include "sv_survival.qh"
3 float autocvar_g_survival_hunter_count = 0.25;
4 float autocvar_g_survival_round_timelimit = 180;
5 float autocvar_g_survival_warmup = 10;
6 bool autocvar_g_survival_punish_teamkill = true;
7 bool autocvar_g_survival_reward_survival = true;
9 void surv_FakeTimeLimit(entity e, float t)
11 if(!IS_REAL_CLIENT(e))
14 WriteByte(MSG_ONE, 3); // svc_updatestat
15 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
17 WriteCoord(MSG_ONE, autocvar_timelimit);
19 WriteCoord(MSG_ONE, (t + 1) / 60);
22 void nades_Clear(entity player);
24 void Surv_UpdateScores(bool timed_out)
26 // give players their hard-earned kills now that the round is over
29 it.totalfrags += it.survival_validkills;
30 if(it.survival_validkills)
31 GameRules_scoring_add(it, SCORE, it.survival_validkills);
32 it.survival_validkills = 0;
33 if(autocvar_g_survival_reward_survival && timed_out && IS_PLAYER(it) && !IS_DEAD(it) && it.survival_status == SURV_STATUS_PREY)
34 GameRules_scoring_add(it, SCORE, 1); // reward survivors who make it to the end of the round time limit
38 float Surv_CheckWinner()
40 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
42 // if the match times out, survivors win too!
43 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
44 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
49 surv_FakeTimeLimit(it, -1);
52 Surv_UpdateScores(true);
54 allowed_to_spawn = false;
56 round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
60 int survivor_count = 0, hunter_count = 0;
61 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
63 if(it.survival_status == SURV_STATUS_PREY)
65 else if(it.survival_status == SURV_STATUS_HUNTER)
68 if(survivor_count > 0 && hunter_count > 0)
73 if(hunter_count > 0) // hunters win
75 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_HUNTER_WIN);
76 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_HUNTER_WIN);
78 else if(survivor_count > 0) // survivors win
80 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
81 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
85 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
86 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
89 Surv_UpdateScores(false);
91 allowed_to_spawn = false;
93 round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
99 surv_FakeTimeLimit(it, -1);
105 void Surv_RoundStart()
107 allowed_to_spawn = boolean(warmup_stage);
111 if(IS_PLAYER(it) && !IS_DEAD(it))
114 it.survival_status = SURV_STATUS_PREY;
117 it.survival_status = 0; // this is mostly a safety check; if a client manages to somehow maintain a survival status, clear it before the round starts!
118 it.survival_validkills = 0;
120 int hunter_count = bound(1, ((autocvar_g_survival_hunter_count >= 1) ? autocvar_g_survival_hunter_count : floor(playercount * autocvar_g_survival_hunter_count)), playercount - 1); // 20%, but ensure at least 1 and less than total
121 int total_hunters = 0;
122 FOREACH_CLIENT_RANDOM(IS_PLAYER(it) && !IS_DEAD(it),
124 if(total_hunters >= hunter_count)
127 it.survival_status = SURV_STATUS_HUNTER;
130 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
132 if(it.survival_status == SURV_STATUS_PREY)
133 Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR);
134 else if(it.survival_status == SURV_STATUS_HUNTER)
135 Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_HUNTER);
137 surv_FakeTimeLimit(it, round_handler_GetEndTime());
141 bool Surv_CheckPlayers()
143 static int prev_missing_players;
144 allowed_to_spawn = true;
146 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
150 if (playercount >= 2)
152 if(prev_missing_players > 0)
153 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
154 prev_missing_players = -1;
159 if(prev_missing_players > 0)
160 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
161 prev_missing_players = -1;
164 // if we get here, only 1 player is missing
165 if(prev_missing_players != 1)
167 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_PLAYERS, 1);
168 prev_missing_players = 1;
173 bool surv_isEliminated(entity e)
175 if(e.caplayer == 1 && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
177 if(e.caplayer == 0.5)
182 void surv_Initialize() // run at the start of a match, initiates game mode
184 allowed_to_spawn = true;
185 round_handler_Spawn(Surv_CheckPlayers, Surv_CheckWinner, Surv_RoundStart);
186 round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
187 EliminatedPlayers_Init(surv_isEliminated);
195 MUTATOR_HOOKFUNCTION(surv, ClientObituary)
197 // in survival, announcing a frag would tell everyone who the hunter is
198 entity frag_attacker = M_ARGV(1, entity);
199 entity frag_target = M_ARGV(2, entity);
200 if(IS_PLAYER(frag_attacker) && frag_attacker != frag_target)
202 float frag_deathtype = M_ARGV(3, float);
203 entity wep_ent = M_ARGV(4, entity);
204 // "team" kill, a point is awarded to the player by default so we must take it away plus an extra one
205 // unless the player is going to be punished for suicide, in which case just remove one
206 if(frag_attacker.survival_status == frag_target.survival_status)
207 GiveFrags(frag_attacker, frag_target, ((autocvar_g_survival_punish_teamkill) ? -1 : -2), frag_deathtype, wep_ent.weaponentity_fld);
210 M_ARGV(5, bool) = true; // anonymous attacker
213 MUTATOR_HOOKFUNCTION(surv, PlayerSpawn)
215 entity player = M_ARGV(0, entity);
217 player.survival_status = 0;
218 player.survival_validkills = 0;
221 eliminatedPlayers.SendFlags |= 1;
224 MUTATOR_HOOKFUNCTION(surv, ForbidSpawn)
226 entity player = M_ARGV(0, entity);
228 // spectators / observers that weren't playing can join; they are
229 // immediately forced to observe in the PutClientInServer hook
230 // this way they are put in a team and can play in the next round
231 if (!allowed_to_spawn && player.caplayer)
236 MUTATOR_HOOKFUNCTION(surv, PutClientInServer)
238 entity player = M_ARGV(0, entity);
240 if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
242 TRANSMUTE(Observer, player);
243 if (CS(player).jointime != time && !player.caplayer) // not when connecting
245 player.caplayer = 0.5;
246 Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
251 MUTATOR_HOOKFUNCTION(surv, reset_map_players)
253 FOREACH_CLIENT(true, {
254 CS(it).killcount = 0;
255 it.survival_status = 0;
256 if (!it.caplayer && IS_BOT_CLIENT(it))
260 TRANSMUTE(Player, it);
262 PutClientInServer(it);
265 bot_relinkplayerlist();
269 MUTATOR_HOOKFUNCTION(surv, reset_map_global)
271 allowed_to_spawn = true;
275 entity surv_LastPlayerForTeam(entity this)
277 entity last_pl = NULL;
278 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
279 if (!IS_DEAD(it) && this.survival_status == it.survival_status)
290 void surv_LastPlayerForTeam_Notify(entity this)
292 if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
294 entity pl = surv_LastPlayerForTeam(this);
296 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
300 MUTATOR_HOOKFUNCTION(surv, PlayerDies)
302 entity frag_attacker = M_ARGV(1, entity);
303 entity frag_target = M_ARGV(2, entity);
304 float frag_deathtype = M_ARGV(3, float);
306 surv_LastPlayerForTeam_Notify(frag_target);
307 if (!allowed_to_spawn)
309 frag_target.respawn_flags = RESPAWN_SILENT;
310 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
311 frag_target.respawn_time = time + 2;
313 frag_target.respawn_flags |= RESPAWN_FORCE;
316 eliminatedPlayers.SendFlags |= 1;
317 if (IS_BOT_CLIENT(frag_target))
318 bot_clear(frag_target);
321 // killed an ally! punishment is death
322 if(autocvar_g_survival_punish_teamkill && frag_attacker != frag_target && IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker.survival_status == frag_target.survival_status && !ITEM_DAMAGE_NEEDKILL(frag_deathtype))
323 if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted()) // don't autokill if the round hasn't
324 Damage(frag_attacker, frag_attacker, frag_attacker, 100000, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
328 MUTATOR_HOOKFUNCTION(surv, ClientDisconnect)
330 entity player = M_ARGV(0, entity);
332 if (IS_PLAYER(player) && !IS_DEAD(player))
333 surv_LastPlayerForTeam_Notify(player);
337 MUTATOR_HOOKFUNCTION(surv, MakePlayerObserver)
339 entity player = M_ARGV(0, entity);
341 if (IS_PLAYER(player) && !IS_DEAD(player))
342 surv_LastPlayerForTeam_Notify(player);
343 if (player.killindicator_teamchange == -2) // player wants to spectate
346 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
348 eliminatedPlayers.SendFlags |= 1;
349 if (!player.caplayer)
351 player.survival_validkills = 0;
352 player.survival_status = 0;
353 surv_FakeTimeLimit(player, -1); // restore original timelimit
354 return false; // allow team reset
356 return true; // prevent team reset
359 MUTATOR_HOOKFUNCTION(surv, Scores_CountFragsRemaining)
361 // announce remaining frags?
365 MUTATOR_HOOKFUNCTION(surv, GiveFragsForKill, CBC_ORDER_FIRST)
367 entity frag_attacker = M_ARGV(0, entity);
368 if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
369 frag_attacker.survival_validkills += M_ARGV(2, float);
370 M_ARGV(2, float) = 0; // score will be given to the winner when the round ends
374 MUTATOR_HOOKFUNCTION(surv, AddPlayerScore)
376 entity scorefield = M_ARGV(0, entity);
377 if(scorefield == SP_KILLS || scorefield == SP_DEATHS || scorefield == SP_SUICIDES || scorefield == SP_DMG || scorefield == SP_DMGTAKEN)
378 M_ARGV(1, float) = 0; // don't report that the player has killed or been killed, that would out them as a hunter!
381 MUTATOR_HOOKFUNCTION(surv, CalculateRespawnTime)
383 // no respawn calculations needed, player is forced to spectate anyway
387 MUTATOR_HOOKFUNCTION(surv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
389 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
390 if (IS_PLAYER(it) || it.caplayer == 1)
397 MUTATOR_HOOKFUNCTION(surv, ClientCommand_Spectate)
399 entity player = M_ARGV(0, entity);
403 // they're going to spec, we can do other checks
404 if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
405 Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
406 return MUT_SPECCMD_FORCE;
409 return MUT_SPECCMD_CONTINUE;
412 MUTATOR_HOOKFUNCTION(surv, GetPlayerStatus)
414 entity player = M_ARGV(0, entity);
416 return player.caplayer == 1;
419 MUTATOR_HOOKFUNCTION(surv, BotShouldAttack)
421 entity bot = M_ARGV(0, entity);
422 entity targ = M_ARGV(1, entity);
424 if(targ.survival_status == bot.survival_status)